The quest location will show on your map as the northeast of the Dreamgrove. Don't be fooled; just go back out into the Emerald Dreamway like normal and head over to the Nightmare region.
Quest
Enter Nightmare
Quest facts and objectives from the current retail game data.
The highest voted Wowhead comments for this page. They are community notes, not TheWoWDB comments.
Here's the remainder of the Druid Order Hall Campaign:
Previous quest: Focusing the Energies: Collect 10 Blood of Sargeras
- Keeper Remulos 3 of 3: Enter Nightmare: Go through the Nightmare Portal in the Emerald Dreamway
- Grand Finale 1 of 5: Defenders of the Dream: Choose an ally
- Grand Finale 2 of 5: The War of the Ancients: Win the war of the ancients
- Grand Finale 3 of 5: Archimonde, The Defiler: Defeat Archimonde
- Grand Finale 4 of 5: The Demi-God's Return: Receive Malorne's blessing
- Grand Finale 5 of 5: A Hero's Weapon: Approach the indicated location before the Seed of Ages and raise your weapon
Congratulations, Archdruid!
Just to clarify, this is a scenario, not the raid Emerald Nightmare!
Quest facts
Check whether you have already completed this quest
in-game: /run print(C_QuestLog.IsQuestFlaggedCompleted(42051))
Requirements
Read from the Blizzard quest API.
Description
The portal to the nightmare is ready, {name}. Remulos and the others have already gone ahead. There is no telling what horrors await on the other side, {name}. Good luck.
Where to go
Pins are the quest’s own POI points from the current retail client, projected onto the in-game zone map. The game marks one blob as the quest’s turn-in; the rest are objective areas. Points that fall outside a map’s window are dropped rather than guessed at.
Turn-inIn-game waypoint: /way #760 61.4 65.7
Objective areaIn-game waypoint: /way #715 81.8 39.9
Coordinates
- Turn-inMalorne's Nightmare 61.4, 65.7
/way #760 61.4 65.7 - Objective areaEmerald Dreamway 81.8, 39.9
/way #715 81.8 39.9
Map coordinates of the pins above. An area the client draws as a shape is given by the centre of its points.
Community notes from Wowhead · 17 comments
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Storyline
The Eternal Dream III
Part 5 of 11.
Previous: Defending the Isles · Next: Defenders of the Dream
- 1Powering the Portal
- 2Focusing the Energies
- 3Focusing the Energies
- 4Defending the Isles
- 5Enter Nightmare
- 6Defenders of the Dream
- 7The War of the Ancients
- 8Archimonde, The Defiler
- 9The Demi-God's Return
- 10Champion: Remulos
- 11The Emerald Nightmare: The Emerald Nightmare
Storyline order is the client’s own QuestLine data from the current retail build.
Where this quest fits
Before this quest
Taken from the storyline's own step order.
- Defending the Isles
As druids, our charge is to defend nature... and in turn, our home, Azeroth. Conflict breaks out all across the Broken Isles. The Burning Legion pushes forward, and numerous allies call out for our aid. We must focus our efforts on defense, before we can mount an offense against the Nightmare.
After this quest
Taken from the storyline's own step order.
- Defenders of the Dream
Never has our order faced such a difficult challenge. To succeed, we must rely on each other's strengths. However, we only have a few defenders to spare for the battle ahead. Broll, Sylendra, Zen'tabra, and Mylune have all volunteered to accompany you into the valley below, but I can only spare one.
The storyline at a glance
The Eternal Dream III has 11 steps, from Powering the Portal to The Emerald Nightmare: The Emerald Nightmare.
Maps its steps are placed on (steps per map): The Dreamgrove (7), Malorne's Nightmare (4).
Steps of this storyline count toward:
Other storylines on The Dreamgrove map
- The Dreamgrove
- The Eternal Dream II
- The Eternal Dream I
- G'Hanir, the Mother Tree
- Weapon of Legend
Steps, storylines and map placement from the client’s QuestLine, prerequisite and QuestPOI data; neighbouring quest text is Blizzard’s own (quest API), shortened to its opening sentences.